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making A ladder
Posted: Fri Dec 10, 2010 11:07 pm
by class43HS125
hi,
On this I am clueless

What is the most game efficient way to create a ladder for my signal posts?
Pointers to where I may find some guide lines would be appreciated. I am using 3DC
Ross
NZ
Re: making A ladder
Posted: Fri Dec 10, 2010 11:30 pm
by dkightley
Hi Ross
It depends how simple or complex you want your ladder...
The simplest (crudest!!) way is to simply produce three double-sided rectangles placed (in plan view) in a shallow "H" and to have a transparent texture with the rungs painted on as stripes.
A high poly way would be to create a rung from a a stretched and resized cube. Zap the end faces as the won't be seen. Make the uprights from a cube as well, zapping the bottom, which will probably be at ground level.
If the rungs are shallow and the ladder angled, you may be able to get rid of one edge and make the rung section a triangle.
Use copy and paste to create all the rungs, and use the X, Y and Z position edit properties to make positioning each rung easy and accurate.
Re: making A ladder
Posted: Sat Dec 11, 2010 2:06 am
by class43HS125
Hi,
Simple when one has a few very fundamental guidelines to build upon
took the high Poly option , havent go those apha textures under control yet.
Thanks
Ross
NZ
Re: making A ladder
Posted: Sat Dec 11, 2010 4:56 am
by dick8299
You should look at the stepmaker plugin for 3DC.
Re: making A ladder
Posted: Sat Dec 11, 2010 9:39 am
by johny
I use a .tga file with transparency mask, in the case of signal post ladders it is merely an H, which is then tiled in 3DC on to two flat sides of an elongated cube (box). This method is a hangover from my MSTS modelling in TSM, I still use TSM to construct new models and then convert to 3DC for export to RW after texturing is complete.
John
Re: making A ladder
Posted: Sun Dec 12, 2010 9:13 am
by decapod
Go High poly
Second part of this tutorial may be useful for ideas...
http://msts.steam4me.net/tutorials/3dc_pipeb_uses.html
See my GWR water tanks for RS - also this allows shadow objects to work (if all the parts are solidified)